Download or read book The Generation Game written by Sophie Duffy and published by Legend Press Ltd. This book was released on 2018-04-05 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An extraordinary story... she writes with warmth, lovely earthy detail and a pathos which keeps a lump lodged in the throat.”—The Daily Mail Philippa Smith is in her forties and has a beautiful newborn baby girl. She also has no husband, and nowhere to turn. So she turns to the only place she knows: the beginning. Retracing her life, she confronts the daily obstacles, historic events, and even TV shows that shaped her very existence. From the tragedy of her childhood abandonment, to the astonishing accomplishments of those close to her, Philippa learns of the sacrifices others chose to make, and the outcome of buried secrets. What Philippa eventually discovers is a celebration of life, love, and the golden era of television—a reflection of everyday people, in not so everyday situations. “A powerful first novel.”—Katie Fforde, author of A Rose Petal Summer “Bold, warm, rich, amusing…sits well alongside more established authors like Kate Atkinson’s Behind the Scenes at the Museum.”—Hello Magazine “A warm, moving, wonderful read.”—Wendy Holden, author of The Royal Governess
Download or read book Procedural Generation in Game Design written by Tanya Short and published by CRC Press. This book was released on 2017-06-12 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design
Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Download or read book Business Model Generation written by Alexander Osterwalder and published by John Wiley & Sons. This book was released on 2013-02-01 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: Business Model Generation is a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow's enterprises. If your organization needs to adapt to harsh new realities, but you don't yet have a strategy that will get you out in front of your competitors, you need Business Model Generation. Co-created by 470 "Business Model Canvas" practitioners from 45 countries, the book features a beautiful, highly visual, 4-color design that takes powerful strategic ideas and tools, and makes them easy to implement in your organization. It explains the most common Business Model patterns, based on concepts from leading business thinkers, and helps you reinterpret them for your own context. You will learn how to systematically understand, design, and implement a game-changing business model--or analyze and renovate an old one. Along the way, you'll understand at a much deeper level your customers, distribution channels, partners, revenue streams, costs, and your core value proposition. Business Model Generation features practical innovation techniques used today by leading consultants and companies worldwide, including 3M, Ericsson, Capgemini, Deloitte, and others. Designed for doers, it is for those ready to abandon outmoded thinking and embrace new models of value creation: for executives, consultants, entrepreneurs, and leaders of all organizations. If you're ready to change the rules, you belong to "the business model generation!"
Download or read book Changing the Game for Generation Alpha written by Valora Washington and published by Redleaf Press. This book was released on 2021-02-02 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Generation Alpha” applies to children born between 2011 and 2025. They will be raised in smaller and constantly evolving families, digital natives, more tech-savvy than previous generations, globally-connected, diverse, and will live and interact with many more generations. Because of these differences, the next generation and the nation is transforming in ways that adults have never experienced before. Valora Washington invites you to consider how to advocate for and influence the trajectories of this next generation. Raising Generation Alpha Kids looks at how this generation of young children presents new opportunities and challenges, and supports and informs the two principal groups of adults in children’s lives—their families and early childhood educators.
Download or read book Generation Decks written by Titus Chalk and published by Solaris. This book was released on 2017-04-06 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Procedural Storytelling in Game Design written by Tanya X. Short and published by CRC Press. This book was released on 2019-03-14 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. Key Features Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design
Download or read book Procedural Content Generation for C Game Development written by Dale Green and published by Packt Publishing Ltd. This book was released on 2016-01-30 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.
Download or read book Generation Game Book written by Fay Sweet and published by Random House (UK). This book was released on 1992 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Generation Game is one of the most popular game shows on TV. A large part of its success is attributable to its host Bruce Forsyth who, with Rosemary Ford, takes the reader on an intriguing behind-the-scenes tour in this book of the programme. Also included is a varied selection of the best games, quizzes and DIY ideas which have featured on the show including how to do the balloon dance, make an origami butterfly, identify unusual objects and guess the celebrity in disguise.
Download or read book The Generation Game written by David McWilliams and published by Pan Macmillan. This book was released on 2008 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: After ten years of a boom and on the eve of a downturn, Irish society has been turned on its head by a Generation War. The clear winners have been the middle-aged Jagger Generation, enormously enriched by the property boom, while the younger generation – the cash-stripped Jugglers – will be badly exposed as the credit wave recedes. Then there are the Bono Boomers, wedged between the winners and losers, who are not about to grow up just because the economy is doing badly, preferring instead to enjoy life as permalescents – a permanently adolescent generation, too young to be old, too old to be hip. As the Jaggers, Jugglers and Bono Boomers struggle to maintain their slice of a diminished pie, David McWilliams explains how it's time to take stock, learn from history and harness the collective power of past generations. He argues that if Ireland can exploit its unique ecomonic resource – it's global tribe – Ireland as a nation will be reinvigorated. He believes that now is the time to play the Generation Game.
Download or read book Procedural Generation in Game Design written by Tanya Short and published by CRC Press. This book was released on 2017-06-12 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design
Download or read book The Generation Game written by Alan J. Laing and published by . This book was released on 2009 with total page 7 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book GENERATION GAMES written by MICHAEL. ROSS MACKENZIE MCMANUS (CHARLIE.) and published by . This book was released on 2023 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Kids are Alright written by John C. Beck and published by Harvard Business Press. This book was released on 2006-11-01 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.
Download or read book The Generation Game written by and published by . This book was released on 2015 with total page 17 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Generation Games written by Ramboro Books and published by . This book was released on 1997-06 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Next Generation Game Table written by Gregory L. Detwiler and published by . This book was released on 2009 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: